Rayman Designer hacking: Difference between revisions

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'''''[[Rayman Designer]]'' hacking''' is the process of modifying the program files of the game in order to change the appearance and the behavior of in-game events and sceneries.
 
'''''[[Rayman Designer]]'' hacking''' is the process of modifying the program files of the game in order to change the appearance and the behaviour of in-game events and sceneries.


==Graphics==
==Graphics==


===Normal Platforms (Tiles)===
=== Tiles ===
In every World-folder of the game, there is a .PCX graphic file. It contains all the platform tiles which are used by the Mapper. You can change or add stuff, but you cannot edit:
In every world-folder (for example "[[The Dream Forest|jungle]]" or "[[Band Land|music]]") of the game, there is a .PCX graphic file. It contains all the graphic tiles which are used by the Mapper and the levels created from it. Tiles can be changed and added, but the following should not be changed:


*The color palette used in the file; don't add new colors (or the graphics ingame will be messed up).
*The color palette used in the file. This palette is additionally used for the background and event sprites, meaning they will change their colors too.
*The first square on the top-left corner; it's used to set the transparent color in the file.
*The first tile on the top-left corner, which is used to set the transparent color in the file.
*The lowest row of tiles.
*The lowest row of tiles, which are reserved for the Mapper's "types mode".
*The image size. If you do, the Mapper may not load.
*The image size, otherwise the Mapper will not work.


Also note that all maps (exept the ones which ubisoft made) will use the new graphics if you replace the standard tiles.
Also note that all custom maps will use the new graphics if the standard tiles are replaced. However, the 24 levels which come with the game have built-in graphics, and are not affected by PCX changes.


===Animated objects===
=== Sprites ===
All animated spites of the game (Rayman himself, enemies etc) are stored in .DES files. These files are packed in the .WLD files of the game. It's totally unclear how to open these files, but when you opem the WLD files of RD (in the "pcmap" folder) with a texteditor, you can see which .DES and .ETA files are packed in it. The .ETA files do order the spitefiles in some way, but what they exctly do is unsure (it seems that they give the events some abilities).
All animated sprites of the game (for example, [[Rayman]] himself and enemies) are stored in the .DES files, short for ''dessin'', French for drawing. These files are packed in the .WLD, AllFix and BigRay files, which are stored in the "pcmap" folder. The .DES files contain the image data and animation information.


To see whats in the .DES files, you must change some things of an eventcode (see below) with a texteditor, save it, go in the game and see what happens (it may crash cause not all coordinates work). The names of the .DES files are also tell you whats in it (most of them are in French, but some are English.) Examples:
ETA files, short for ''état'', French for state, are stored in the same files. They contain information about the event states, specified by Etat and SubEtat.


*RAY.DES = Rayman
The file names for the .DES and .ETA files are only included in ''[[Rayman Designer]]'' and its spin-offs. In all previous games they are only refereed to by the index they're loaded into the game.
*SPI.DES = Spider (Cave)
*CLE.DES = Clef (Music)
*MUS.DES = Musician (Mountain)


Some of these files contain only one object (like the CLE.DES) and others conatin very many different objects. Note also that you can't see which .DES files Rayman 1 or the RJ Games have. In these games the .WLD files are packed / encrypted different. But in the .WLD files of the "Fanpack" and in the .WLD files of "Rayman Collector" you can see the filenames.
==[[Event (Rayman Designer)|Events]]==


===Events===
=== Editing events ===
In every World-Folder of the game, there is a file called EVE.MLT. It contains all the codes of the events of the current world and can be modified any text editor. One has to scroll down to see the codes in question. It is unsure which programming language the game is written in, but the events are coded in this way:
In every world-folder of the game, there is a file called EVE.MLT. It contains the manifest of the events of the current world and can be modified using a text editor. The events are structured in this way:




{| width="auto" align="center" style="border-style:dotted;border-width:1mm;border-color:green;text-align:left"
{| width="auto" align="center" style="border-style:dotted;border-width:1mm;border-color:green;text-align:left"
|œdef,eventname,C,some number(?),
|œdef,ms_name,DES_FILE,display_prio,
ETA.FILE,
FILE.ETA,


specific event code
eventCommands,
 
33,255,


main_X_pos, main_Y_pos,
main_X_pos, main_Y_pos,
Line 52: Line 45:
'''Caption:'''
'''Caption:'''


*œdef = define; this must come first
*œdef = defines the beginning of an event definition
*eventname = name of the event, could be everything
*ms_name = the internal event name. This is used to specify the event in the editor as well as to get the localized name.
*DES.FILE = name of the graphic file which should be used for the event
*DES_FILE = name of the graphic file which should be used for the event (without the extension ".DES")
*some number = unsure; it seems to have no effect
*display_prio = the display priority, specifying the order the sprite should be drawn on screen (a value between 1-7)
*ETA.FILE = name of the ETA file which should be used; it gives the event some behaviours and orders the sprites in some way (it is unsure what it does exactly stand for)
*FILE.ETA = name of the state file which should be used
*specific event code = not every event has it; it tells the event which way it should "walk" for example
*eventCommands = the non-compiled event commands (these have to use local offsets due to not having been compiled with label offsets yet)
*33,255 = unsure; All codes must have this line or the game will crash
*main_X_pos = main x coordinate of the event (irrelevant since the player places the object themselves)
*main_X_pos = main x coordinate of the event
*main_Y_pos = main y coordinate of the event (irrelevant since the player places the object themselves)
*main_Y_pos = main y coordinate of the event
*etat = the primary event state
*etat = spriteposition A (of a stored sprite in a .DES file)
*sub_etat = the secondary event state
*sub_etat = spriteposition B (of a stored sprite in a .DES file)
*Offset_BX = the x position of the pivot
*Offset_BX = is the x coordinate of the point where rayman could stand on (if the sprite is a "plattform")
*Offset_BY = the y position of the pivot
*Offset_BY = is the y1 coordinate of the point where rayman could stand on (if the sprite is a "plattform")
*Offset_HY = the y coordinate of the point on the sprite on which Rayman can stand if Follow_enabled is true, relative to the follow_sprite
*Offset_HY = is the y2 coordinate of the point where rayman could stand on (if the sprite is a "plattform")
*Follow_enabled = indicates whether or not Rayman can stand on this event ("follow" its movement), either 0 or 1 (true or false)
*Follow_enabled = if this is =1 than it rayman could stand on the event ("plattform")
*follow_sprite = the sprite index which the player can stand on if Follow_enabled is true
*follow_sprite = belongs to the "Follow_enabled". Tells the programm how far from the Offset_BX coordinate rayman can stand (well...it makes a exeact Offset_BX coordinate unnecessary, because you can redirect the coordinate with this number).
*hitpoints = for enemies like [[hunter]]s, how much [[resistance]] the event has. However, for many events this number has a different meaning, such as specifying if the sprite should appear flipped, the palette offset etc.
*hitpoints = how much "lifes" the event has (enemies). But for a lot of events this number has a different meaning.
*obj_type = this is the event object type. All types are hard-coded in the engine and specifies how the event should be treated.
*obj_type = this number tells the programm the MAIN behaviours of the sprite like if it is a ting, an enemy or only a background animation.
*hit_sprite = if below 253 it specifies the sprite which is treated as a hitbox. If above 253 it specifies the event uses the hitbox belonging to the obj_type.
*hit_sprite = unsure
*group = in which group the event can be found in the Events Editor. For example, the "Enemies" group is group 5.
*group = in which group the event can be found (like group 5 is for enemys etc.)
 
'''Event commands'''
 
The event commands will repeat themselves when they come to the end. Ones marked as self-handled will have different behavior depending on the object type and current state. The command names come from leftover debug information in the GameBoy Advance version. The complete list is as follows:
 
{| class="wikitable"
|-
!Command
!Name
!Effect
|-
| 0, {arg1}
| GO_LEFT
| (Self-handled) Object moves left
|-
| 1, {arg1}
| GO_RIGHT
| (Self-handled) Object moves right
|-
| 2
| GO_WAIT
| (Self-handled) Object stops moving
|-
| 3, {arg1}
| GO_UP
| (Self-handled) Sprite moves up
|-
| 4, {arg1}
| GO_DOWN
| (Self-handled) Sprite moves down
|-
| 5, {arg1}
| GO_SUBSTATE
| Set object SubEtat (secondary state) to {arg1}
|-
| 6, {arg1}
| GO_SKIP
| Skips {arg1} commands
|-
| 7
| GO_ADD
| (Self-handled) ?
|-
| 8, {arg1}
| GO_STATE
| Set object Etat (primary state) to {arg1}
|-
| 9, {arg1}
| GO_PREPARELOOP
| Saves the current position and prepares a loop which loops with {arg1} being the amount of times to loop
|-
| 10
| GO_DOLOOP
| Perform the loop
|-
| 11, {arg1}
| GO_LABEL
| Sets label {arg1}
|-
| 12, {arg1}
| GO_GOTO
| Skips to label {arg1}
|-
| 13, {arg1}
| GO_GOSUB
| Saves the current position and starts executing from label {arg1} until GO_RETURN
|-
| 14
| GO_RETURN
| Returns from a GOSUB command execution
|-
| 15, {arg1}
| GO_BRANCHTRUE
| Skips to label {arg1} if TEST is true
|-
| 16, {arg1}
| GO_BRANCHFALSE
| Skips to label {arg1} if TEST is false
|-
| 17, {arg1}[, {arg2}]
| GO_TEST
| Sets the TEST flag depending on {arg1}. If {arg1} <= 4 then {arg2} is used in the validation, otherwise only one argument is expected.
|-
| 18, {arg1}
| GO_SETTEST
| Sets the TEST flag to {arg1}, treated as a boolean
|-
| 19, {arg1}
| GO_WAITSTATE
| Waits {arg1}
|-
| 20, {arg1}, {arg2}, {arg3}
| GO_SPEED
| (Self-handled) Moves {arg1} with speed X {arg2} and Y {arg3}
|-
| 21, {arg1}, {arg2}
| GO_X
| Sets the X position to {arg1}{arg2}
|-
| 22, {arg1}, {arg2}
| GO_Y
| Sets the Y position to {arg1}{arg2}
|-
| 23, {arg1}
| RESERVED_GO_SKIP
| Skips to LabelOffsets[{arg1}]
|-
| 24, {arg1}
| RESERVED_GO_GOTO
| Same as RESERVED_GO_SKIP
|-
| 25, {arg1}
| RESERVED_GO_GOSUB
| Saves the current position and starts executing from LabelOffsets[{arg1}] until GO_RETURN
|-
| 26, {arg1}
| RESERVED_GO_GOTOT
| Skips to LabelOffsets[{arg1}] if TEST is true
|-
| 27, {arg1}
| RESERVED_GO_GOTOF
| Skips to LabelOffsets[{arg1}] if TEST is false
|-
| 28, {arg1}
| RESERVED_GO_SKIPT
| Same as RESERVED_GO_GOTOT
|-
| 29, {arg1}
| RESERVED_GO_SKIPF
| Same as RESERVED_GO_GOTOF
|-
| 30
| GO_NOP
| (Self-handled) ?
|-
| 31, {arg1}
| GO_SKIPTRUE
| Skips {arg1} commands if TEST is true
|-
| 32, {arg1}
| GO_SKIPFALSE
| Skips {arg1} commands if TEST is false
|-
| 33, {arg1}
| INVALID_CMD
| Terminates the commands and loops back, {arg1} is always 0xFF which is used as the command buffer terminator
|}


=== Unused events ===
A bunch of unused events have been discovered. They can be added to the game by adding their code to the EVE.MLT file. A lot of these events are taken from [[Rayman 1|the original game]], such as a fully functioning [[Tarayzan]] and an unstable version of [[Rayman]] riding [[Bzzit]]. A lot of other events are however not used in the original game, although many can still be found in its files.


'''The Main Code'''
<gallery widths="316px" heights="200px" class="sprite">
GiantLavaBall.png|A giant [[lava ball]], acting as scenery.
BetaClouds.png|[[Cloud]]s with a face (known from the Atari Jaguar version). The ones to the right act like disappearing clouds.
SmallLivingstonePlum.png|A [[little Livingstone]] on a bouncing [[plum]].
Big rock.png|A giant [[rock]].
Bouncing Mr. Sax obstacle.png|A [[wrong note]] from [[Mr Sax]]. Here it can be punched to move like a [[plum]].
Clocks.png|The clocks from the [[continue]] screen, acting as scenery.
Insta-kill events.png|Several red insta-kill events, previously seen in ''[[Rayman Junior]]''.
Road signs.png|A bunch of colored road signs, acting as scenery.
Tarayzan Designer.png|[[Tarayzan]] as a functioning event, except for the text not displaying when he gives [[Rayman]] the [[Magic seed|seed]].
Music sign.png|An [[exit sign]] with a note.
</gallery>


The main code of an event will repeat itself when it comes to the end. Not all codes work for all events (= behaviours).
== Map properties ==
This is all that is known about this part:
For each created map there's an configuration file, named MAP.INI with the basic map properties. Example:


*0, x, -> sprite walks right (x= time in milliseconds max. 254)
{| width="auto" align="center" style="border-style:dotted;border-width:1mm;border-color:green;text-align:left"
*1, x, -> sprite walks left (x= time in milliseconds max. 254)
|[Map]<br />
World=<br />
Title=<br />
Author=<br />
Comment=<br />


*3, x, -> sprite walks up (x= time in milliseconds max. 254)
[Game]<br />
*4, x, -> sprite walks down (x= time in milliseconds max. 254)
Level=<br />
*5, x -> change subetat (sprite pos. b ) to x
*6, x, -> skip all code lines until line x


*8, x, -> change etat (sprite pos. a) to x
[Power]<br />
Hanging=<br />
Fist=<br />
Helico=<br />
SuperHelico=<br />
Run=<br />
Seed=<br />


*11, x, -> label x
[LevelBackGround]<br />
*12, x, -> goto label x
Filename=<br />


*19, x, -> wait x seconds
[CD]<br />
*20, x, y,z, -> moving sprite x time (in milliseconds max. 254) and y, z direction & speed
Track=<br />
|}
Most values here can simply be changed using the Mapper program. However, the Mapper program only gives two options for the background and music, while in fact there are usually several ones which can be used. Setting the track to 3 will play the [[Bonus level (Rayman 1)|bonus level]] music.




==The Extended ''Rayman Designer'' Editor==
==The Extended ''Rayman Designer'' Editor==


This is an unoffical tool that makes ''[[Rayman Designer]]'' modding much easier. It also comes with a large content package which includes a great deal of content from ''[[Rayman 1|Rayman]]'' and ''[[Rayman Junior]]'' that was not availible in ''Rayman Designer'', and also some new unofficial content.  
This is an unofficial tool that makes ''[[Rayman Designer]]'' modding much easier. It also comes with a large content package which includes a great deal of content from ''[[Rayman 1|Rayman]]'' and ''[[Rayman Junior]]'' that was not available in ''Rayman Designer'', and also some new unofficial content.


*Download: http://www.rayman-fanpage.de/character/raymans_world_designer/RDeditor.exe
*Download: http://www.rayman-fanpage.de/character/raymans_world_designer/RDeditor.exe


==Trivia==
==Trivia==
Through some editing of the game, the following things have been discovered:
Through some editing of the game, the following things have been discovered:


*There are some names of levels in the game that are not availible. It seems that they have been cut from the final game (or never been finnished): The Gates of the Jungle (jungle word), Diabolical Tunes (music world), The Fire Avalanche (mountain world), Miniature Madness (image world), Cloud of Doom (cave world), Dessert Anyone? (cake world)
*If events are placed in groups beyond group 9, it is found that these groups have the same names as the game's levels. This reveals the names of six additional levels. It seems that they have been cut from the final game (or never been finished): "The Gates of the Jungle" ([[The Dream Forest]]), "Diabolical Tunes" ([[Band Land]]), "The Fire Avalanche" ([[The Blue Mountains]]), "Miniature Madness" ([[Picture City]]), "Cloud of Doom" ([[The Caves of Skops]]) and "Dessert Anyone?" ([[Candy Château]]).


*A sprite from [[Rayman 2 (2D prototype)|''Rayman 2'' (2D version)]] could be found in the sprite files (a small platform that looks like a teleporter)
*A sprite from [[Rayman 2 (2D prototype)|the 2D version of ''Rayman 2'']] could be found in the sprite files (a small platform that looks like a teleporter).


*The spritefiles also contain a considerable amount of content from the ''[[Rayman Junior]]'' (such as the world map icons) and some never-before-seen sprites.
*The spritefiles also contain a considerable amount of content from the ''[[Rayman Junior]]'' (such as the world map icons) and some never-before-seen sprites.


==Image gallery==
{{Rayman 1}}
<gallery perrow="5">
Image:GiantLavaBall.png|A giant [[lava ball]]
Image:BetaClouds.png|[[Cloud]]s with a face (known from the Atari Jaguar Version)
Image:SmallLivingstonePlum.png|A [[small livingstone]] on a [[plum]]
</gallery>
 
[[Category:Other]]
[[Category:Other]]

Latest revision as of 15:51, 25 September 2023

Rayman Designer hacking is the process of modifying the program files of the game in order to change the appearance and the behavior of in-game events and sceneries.

Graphics

Tiles

In every world-folder (for example "jungle" or "music") of the game, there is a .PCX graphic file. It contains all the graphic tiles which are used by the Mapper and the levels created from it. Tiles can be changed and added, but the following should not be changed:

  • The color palette used in the file. This palette is additionally used for the background and event sprites, meaning they will change their colors too.
  • The first tile on the top-left corner, which is used to set the transparent color in the file.
  • The lowest row of tiles, which are reserved for the Mapper's "types mode".
  • The image size, otherwise the Mapper will not work.

Also note that all custom maps will use the new graphics if the standard tiles are replaced. However, the 24 levels which come with the game have built-in graphics, and are not affected by PCX changes.

Sprites

All animated sprites of the game (for example, Rayman himself and enemies) are stored in the .DES files, short for dessin, French for drawing. These files are packed in the .WLD, AllFix and BigRay files, which are stored in the "pcmap" folder. The .DES files contain the image data and animation information.

ETA files, short for état, French for state, are stored in the same files. They contain information about the event states, specified by Etat and SubEtat.

The file names for the .DES and .ETA files are only included in Rayman Designer and its spin-offs. In all previous games they are only refereed to by the index they're loaded into the game.

Events

Editing events

In every world-folder of the game, there is a file called EVE.MLT. It contains the manifest of the events of the current world and can be modified using a text editor. The events are structured in this way:


œdef,ms_name,DES_FILE,display_prio,

FILE.ETA,

eventCommands,

main_X_pos, main_Y_pos,

etat, sub_etat,

Offset_BX, Offset_BY, Offset_HY,

Follow_enabled, follow_sprite, hitpoints,

obj_type , hit_sprite, group,

Caption:

  • œdef = defines the beginning of an event definition
  • ms_name = the internal event name. This is used to specify the event in the editor as well as to get the localized name.
  • DES_FILE = name of the graphic file which should be used for the event (without the extension ".DES")
  • display_prio = the display priority, specifying the order the sprite should be drawn on screen (a value between 1-7)
  • FILE.ETA = name of the state file which should be used
  • eventCommands = the non-compiled event commands (these have to use local offsets due to not having been compiled with label offsets yet)
  • main_X_pos = main x coordinate of the event (irrelevant since the player places the object themselves)
  • main_Y_pos = main y coordinate of the event (irrelevant since the player places the object themselves)
  • etat = the primary event state
  • sub_etat = the secondary event state
  • Offset_BX = the x position of the pivot
  • Offset_BY = the y position of the pivot
  • Offset_HY = the y coordinate of the point on the sprite on which Rayman can stand if Follow_enabled is true, relative to the follow_sprite
  • Follow_enabled = indicates whether or not Rayman can stand on this event ("follow" its movement), either 0 or 1 (true or false)
  • follow_sprite = the sprite index which the player can stand on if Follow_enabled is true
  • hitpoints = for enemies like hunters, how much resistance the event has. However, for many events this number has a different meaning, such as specifying if the sprite should appear flipped, the palette offset etc.
  • obj_type = this is the event object type. All types are hard-coded in the engine and specifies how the event should be treated.
  • hit_sprite = if below 253 it specifies the sprite which is treated as a hitbox. If above 253 it specifies the event uses the hitbox belonging to the obj_type.
  • group = in which group the event can be found in the Events Editor. For example, the "Enemies" group is group 5.

Event commands

The event commands will repeat themselves when they come to the end. Ones marked as self-handled will have different behavior depending on the object type and current state. The command names come from leftover debug information in the GameBoy Advance version. The complete list is as follows:

Command Name Effect
0, {arg1} GO_LEFT (Self-handled) Object moves left
1, {arg1} GO_RIGHT (Self-handled) Object moves right
2 GO_WAIT (Self-handled) Object stops moving
3, {arg1} GO_UP (Self-handled) Sprite moves up
4, {arg1} GO_DOWN (Self-handled) Sprite moves down
5, {arg1} GO_SUBSTATE Set object SubEtat (secondary state) to {arg1}
6, {arg1} GO_SKIP Skips {arg1} commands
7 GO_ADD (Self-handled) ?
8, {arg1} GO_STATE Set object Etat (primary state) to {arg1}
9, {arg1} GO_PREPARELOOP Saves the current position and prepares a loop which loops with {arg1} being the amount of times to loop
10 GO_DOLOOP Perform the loop
11, {arg1} GO_LABEL Sets label {arg1}
12, {arg1} GO_GOTO Skips to label {arg1}
13, {arg1} GO_GOSUB Saves the current position and starts executing from label {arg1} until GO_RETURN
14 GO_RETURN Returns from a GOSUB command execution
15, {arg1} GO_BRANCHTRUE Skips to label {arg1} if TEST is true
16, {arg1} GO_BRANCHFALSE Skips to label {arg1} if TEST is false
17, {arg1}[, {arg2}] GO_TEST Sets the TEST flag depending on {arg1}. If {arg1} <= 4 then {arg2} is used in the validation, otherwise only one argument is expected.
18, {arg1} GO_SETTEST Sets the TEST flag to {arg1}, treated as a boolean
19, {arg1} GO_WAITSTATE Waits {arg1}
20, {arg1}, {arg2}, {arg3} GO_SPEED (Self-handled) Moves {arg1} with speed X {arg2} and Y {arg3}
21, {arg1}, {arg2} GO_X Sets the X position to {arg1}{arg2}
22, {arg1}, {arg2} GO_Y Sets the Y position to {arg1}{arg2}
23, {arg1} RESERVED_GO_SKIP Skips to LabelOffsets[{arg1}]
24, {arg1} RESERVED_GO_GOTO Same as RESERVED_GO_SKIP
25, {arg1} RESERVED_GO_GOSUB Saves the current position and starts executing from LabelOffsets[{arg1}] until GO_RETURN
26, {arg1} RESERVED_GO_GOTOT Skips to LabelOffsets[{arg1}] if TEST is true
27, {arg1} RESERVED_GO_GOTOF Skips to LabelOffsets[{arg1}] if TEST is false
28, {arg1} RESERVED_GO_SKIPT Same as RESERVED_GO_GOTOT
29, {arg1} RESERVED_GO_SKIPF Same as RESERVED_GO_GOTOF
30 GO_NOP (Self-handled) ?
31, {arg1} GO_SKIPTRUE Skips {arg1} commands if TEST is true
32, {arg1} GO_SKIPFALSE Skips {arg1} commands if TEST is false
33, {arg1} INVALID_CMD Terminates the commands and loops back, {arg1} is always 0xFF which is used as the command buffer terminator

Unused events

A bunch of unused events have been discovered. They can be added to the game by adding their code to the EVE.MLT file. A lot of these events are taken from the original game, such as a fully functioning Tarayzan and an unstable version of Rayman riding Bzzit. A lot of other events are however not used in the original game, although many can still be found in its files.

Map properties

For each created map there's an configuration file, named MAP.INI with the basic map properties. Example:

[Map]

World=
Title=
Author=
Comment=

[Game]
Level=

[Power]
Hanging=
Fist=
Helico=
SuperHelico=
Run=
Seed=

[LevelBackGround]
Filename=

[CD]
Track=

Most values here can simply be changed using the Mapper program. However, the Mapper program only gives two options for the background and music, while in fact there are usually several ones which can be used. Setting the track to 3 will play the bonus level music.


The Extended Rayman Designer Editor

This is an unofficial tool that makes Rayman Designer modding much easier. It also comes with a large content package which includes a great deal of content from Rayman and Rayman Junior that was not available in Rayman Designer, and also some new unofficial content.

Trivia

Through some editing of the game, the following things have been discovered:

  • If events are placed in groups beyond group 9, it is found that these groups have the same names as the game's levels. This reveals the names of six additional levels. It seems that they have been cut from the final game (or never been finished): "The Gates of the Jungle" (The Dream Forest), "Diabolical Tunes" (Band Land), "The Fire Avalanche" (The Blue Mountains), "Miniature Madness" (Picture City), "Cloud of Doom" (The Caves of Skops) and "Dessert Anyone?" (Candy Château).
  • The spritefiles also contain a considerable amount of content from the Rayman Junior (such as the world map icons) and some never-before-seen sprites.